At least kiss me before you..

  • HankTwo
    HankTwo
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    I really like this test! For me its by far the least disruptive to gameplay yet and performance yesterday seemed better than the weeks before (even though the week 4 test was very restrictive for example).

    Apart from having less lag, it even seems like a flat out improvement to Cyrodiil gameplay to me, and imo should stay regardless of ZOS final performance solution. For example, it makes skills like rapid regen in solo play and healers for the group in small scale much more reliable than before, since the healing skills wont go to random people that arent even necessarily involved in the fight.

    Overall its an improvement for:

    - solo players in solo builds
    - small scale, especially healers
    - organized large scale

    While it is a downgrade for:

    - ungrouped players in healer/support builds that zerg surf (why play support if not in a group, though?)
    - random faction stacks (one of the causes of lag)

    And to the players complaining about either not wanting to group up with randoms or not getting group invited, there are two easy fixes! 1) You are interested in group play -> join a PvP guild and enjoy a guaranteed group spot (depending on the guild), and much better group play, or 2) You like solo play -> create a well rounded solo build and enjoy skills like cauterize, rapid regen, honor the dead, and so on to be a reliable heal on yourself.

    So overall, this current test imo is a godsend, since it not only improves gameplay and seemingly lag, it also doesnt destroy the functionality of any builds like the last couple of tests (my magden and magplar builds for example were completely dysfunctional with cooldowns + cost increase).

    PC EU
    Stam DK, Magden, Magplar, Stamcro, Hybrid Sorc, Magblade & Mag DK
  • Qbiken
    Qbiken
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    Absolutely love this round of tests. Lag was much much better yesterday (not eliminated but significant improvement) and limit group size to 12 is much healthier for the overall PvP experience. Hopefully limit group size to 12 and having heals only hit people if you're grouped will become a permanent feature.
    Edited by Qbiken on October 6, 2020 9:53AM
  • VaranisArano
    VaranisArano
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    It means that if I'm running solo and I go to defend a keep, I can't heal anyone else who shows up to defend with me...unless I group up with them in the middle of defending, which is not feasible.

    Seems counterintuitive to faction play for anyone other than organized raids.
  • ArchMikem
    ArchMikem
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    zaria wrote: »
    Would it hurt to add a little context?
    Its parts of the performance testing in Cyrodil, now groups are limited to 12 and you can not heal or buff players not in group.

    Currently you can have up to 24 players and you will heal non grouped players and some buffs works outside of groups too.

    But that just sounds like non-grouped players can still heal whoever. If not then that just makes a Healer utterly pointless when not grouped.
    Edited by ArchMikem on October 6, 2020 3:24PM
    CP2,000 Master Explorer - AvA One Star General - Console Peasant - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Sunderling
    Doesn't this kind of thing take away from the dynamic of OWPvP?
  • Katheriah
    Katheriah
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    Wait. What. Atm the group size is up to 12?

    In Cyro?

    That big ass zone?

    That place that's meant to have big battles?
  • BigBragg
    BigBragg
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    badmojo wrote: »
    What is the actual logic behind this test? Are ally heals not already capped? Why let groups heal each other but not allies? Is being grouped with people somehow less lag enducing than having 12 solo players working together?

    Wouldnt a better test be to remove healing others entirely? Because if healing mulriple targets is the issue then its only a matter of time before it becomes a problem again. It might seem like the test is creating a better expierence, but players will adapt and the healers who arent healing right now will eventually join groups and be constantly throwing out heals(and lag) again.

    Next test... AOE damage skills for groups only? It'd make about as much sense as this test.

    When you cast a heal it does checks for priority targets to apply them on. Having to check only those in group and in range is less taxing than check all 50 players around you. It also reduces the redundancy of heals on any givin target. Tighter control groups mean less calculations.
  • Qbiken
    Qbiken
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    Katheriah wrote: »
    Wait. What. Atm the group size is up to 12?

    In Cyro?

    That big ass zone?

    That place that's meant to have big battles?

    Reducing group sizes doesn't prevent large battles. Had plenty of large battles yesterday, but main difference compared to previous tests was that lag was actually bearable.

    Hopefully the tests with capping group sizes to 12 and limiting healing to the group becomes permanent.
  • wolfie1.0.
    wolfie1.0.
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    Its not against Solo players directly. Its crosshealing in general and anyway, why are you a solo healer in the first place ? Shouldnt you be with a group that you can support, pull of some plays, save their Ass from inpending doom, instead of wandering around and spam random rapid regen? The healing goes now to the people you want to heal. I dont know how many times my heal went to a random player (not in my group) instead of my friends that actually needed it. Its an awesome change and I really hope it stays.

    Performance for me personally feels better. 6-8 Ballgroups, Zergs on all Sides and I still can fire skills, dodge roll and fight ? Thats a huge step in the right direction and by the looks of it, Im not the only one that feel the improvment in Performance.
    I hope they keep test 5/6 in the game or atleast a version of it and its good for everyone.

    Have fun healing when they go live with test 1-4, atleast now you are able to!

    Not everyone has apparently had the same experience lag was worse for me this morning than ever and it wasn't prime time I couldn't move without lag or a loading screen.
  • West93
    West93
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    PC EU grayhost around 2 - 3 bars population, game was playable today, during 3 faction pop lock too much lag, but on last test lag was same as bad on all faction pop lock.

    Before AOE tests at 2-3 bar pop game was almost unplayable.

    At least I can play my templar again after 1 month exile from cyrodiil.

    I rather ZOS implement this changes to group size rather than AOE skills.
  • ForeverJenn
    ForeverJenn
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    Whaaaaat? You mean I have to actually participate to farm my Warhorn?! 😂
  • nk125x
    nk125x
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    This test (5) is a bust - Skills not firing (2secs for a streak) - Now every skill (not just snipe) seams to desync your health

    Got a death report - 3 dizzies, 1 Dawnbreaker and an Execute from 1 person all in a sec (according to my health bar)

  • Jeremy
    Jeremy
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    It means that if I'm running solo and I go to defend a keep, I can't heal anyone else who shows up to defend with me...unless I group up with them in the middle of defending, which is not feasible.

    Seems counterintuitive to faction play for anyone other than organized raids.

    Yeah, this change would definitely put healers at a disadvantage, especially in large scale PvP.

    Therefore you can probably expect this change to stay permanent. ^^
    Edited by Jeremy on October 6, 2020 9:20PM
  • dazee
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    I hope this awful change is pvp only. if it affects PVE. most healers are gonna start playing dps instead.
    Playing your character the way your character should play is all that matters. Play as well as you can but never betray the character. Doing so would make playing an mmoRPG pointless.
  • Cireous
    Cireous
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    Better keep this nonsense the f*** out of Overland. :/ It's bad enough that you made most of our healing sets useless.
  • zaria
    zaria
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    Artorias24 wrote: »
    I only see benefits for solo players in this Change. Magplars are happy cause their Honor of the dead wont jump to a random person or their rapid regen will alway apply to themselfs. Same as wardens with their vines or dks with cauterize.

    If you are a healer and want to heal other ppl just put lfg in zone chat and there you Go.

    Whats the Problem here?
    This, note that healers will be very welcome in an 12 man group.

    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Sir_Aquillius
    Sir_Aquillius
    Soul Shriven
    I know this has nothing to do with this but WHERE IS MY KISS?
  • Ashryn
    Ashryn
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    Is this all over, or is this just Cryodil? I heal all the time at the dragons fights,...will this mean that my heals are nothing ?
  • driosketch
    driosketch
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    Ashryn wrote: »
    Is this all over, or is this just Cryodil? I heal all the time at the dragons fights,...will this mean that my heals are nothing ?

    This is in Cyrodiil only, and it's only a test. Part of a series that they are trying out for over a month to look for options to fix lag. There will be a new condition next week.

    I have to laugh. I main a templar, and after a couple weeks that broke my main spammable, these next couple weeks hit my preferred style of play: freelance healer. I like to read a map and decide where I can best help. Other than one of my guilds, I generally don't like being pulled along be a group.

    That said, it's just a test. There's double AP. I can farm a few things and maybe have a some fun exploring different types of play.
    Main: Drio Azul ~ DC, Redguard, Healer/Magicka Templar ~ NA-PC
    ●The Psijic Order●The Sidekick Order●Great House Hlaalu●Bal-Busters●
  • CaffeinatedMayhem
    CaffeinatedMayhem
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    Or players can learn to run self heals and buffs. Some of us do this already. Off heals were nice, but I can get by without. Group up zerglings.
    Edited by CaffeinatedMayhem on October 7, 2020 12:01AM
  • BRogueNZ
    BRogueNZ
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    It means that if I'm running solo and I go to defend a keep, I can't heal anyone else who shows up to defend with me...unless I group up with them in the middle of defending, which is not feasible.

    Seems counterintuitive to faction play for anyone other than organized raids.

    Exactly, were a faction not a group.
    I can see both sides but to me its a band aid, somehow its ok that it defies logic.
  • CaffeinatedMayhem
    CaffeinatedMayhem
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    BRogueNZ wrote: »
    It means that if I'm running solo and I go to defend a keep, I can't heal anyone else who shows up to defend with me...unless I group up with them in the middle of defending, which is not feasible.

    Seems counterintuitive to faction play for anyone other than organized raids.

    Exactly, were a faction not a group.
    I can see both sides but to me its a band aid, somehow its ok that it defies logic.

    Autoinvite is a thing on PC, which neans ZOS might put it in the game. Or the devs might refactor healing so it doesn’t strain the server. There are probably more solutions available, I’m just reverse engineering.

    If you are a pure healer you will need to group up with a pug for this test. IMO, if all you do in PvP is heal, no damage at all, why are you running solo anyway?
  • ThePedge
    ThePedge
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    badmojo wrote: »
    Is being grouped with people somehow less lag enducing than having 12 solo players working together?

    If you are a "solo" healer and cast rapid regen, it has to perform calculations for zero extra players, as it can only heal you.

    Without this test it will be doing calculations for all allies within range, just to heal one of them.

    Hell of a lot less calculations, so less stress on the server, and actually makes grouping up valuable. You are a faction after all.
    Edited by ThePedge on October 7, 2020 10:57AM
  • novemberhhh
    novemberhhh
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    Players in cyro -have- started grouping up on a certain faction in a certain camp that recently has rarely ever seen -1- whole group. And yes the lag is much better than it has been in the last 5 years. Still kinda wondering what took them so long to figure this out, after 98% of the people i used to pvp with left (along with their sub, zos) due to performance issues...

    Edit: Actually 98% was an underestimate, counting myself there are 3/500 players from that old guild still playing, 497/500 quit years ago (again, along with their subs, zos)

    [edited for bashing]
    Edited by ZOS_Lunar on October 7, 2020 12:30PM
    404
  • gronoxvx
    gronoxvx
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    Xuhora wrote: »
    uuuhhh nice @Artorias24 i didnt know that!

    Cynism over

    sure i could open a group, but since i am not big into PVP and leading 11 other arround a huge map with objectives and tactis i dont know about would be a bad experience for me and the others... so i kinda depend on people that know what they do.
    i mean i would not lead a VSS raid if i didnt knew what to to exactly, since its just not going to be a nice experience

    Or join a guild? Seriously theres so many options. I was much the same on xbox na. Found a guild. Joined. Now i can run in a group any time i like. Try it.
  • Xuhora
    Xuhora
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    gronoxvx wrote: »
    Xuhora wrote: »
    uuuhhh nice @Artorias24 i didnt know that!

    Cynism over

    sure i could open a group, but since i am not big into PVP and leading 11 other arround a huge map with objectives and tactis i dont know about would be a bad experience for me and the others... so i kinda depend on people that know what they do.
    i mean i would not lead a VSS raid if i didnt knew what to to exactly, since its just not going to be a nice experience

    Or join a guild? Seriously theres so many options. I was much the same on xbox na. Found a guild. Joined. Now i can run in a group any time i like. Try it.

    sure, could do... then again my guilds are full with PVE/trial/social guilds, and im happy with them as is. but this is not the point of the debate isnt it?
    some one above stated that we are a faction, not a mere group, so it feels counterintuitive to restrict healing on 12 groupmembers...
  • Astrid
    Astrid
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    Why you’d want to run around mindlessly healing faction members anyways is beyond me. Group up and dedicate your healing to specific people, not just radiating regen-ing your way to easy AP in the middle of a massive zerg doing sweet bot all. I’m liking the idea of 12 man limit (ties nicely in with its PvE counterpart of 12 man content only). Makes sense to have what limited spaces you do have in a group be coordinated and thought of. I’m all for it.
  • PrimusNephilim
    PrimusNephilim
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    BRogueNZ wrote: »
    force me to have to be grouped to heal an ally, what kind of screwed up games you playing?
    you really think a solo healer is the problem
    can't heal an ally..what a joke

    I agree with OP and a few others, this just a band-aid on a much large problem, What's next when this doesn't solve the issue? Lower Cyrodiil overall population to 20 players per Alliance, lets group the DPS''s or why don't we just have to be in a group to enter Cyrodiil...it'll be a new link in the menu called group finder for Cyrodiil. (◔_◔)

    PN
  • Kalik_Gold
    Kalik_Gold
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    Run across an alliance member being hurt by another faction.... toss a heal... oh snap ... sorry bruh we aren't in a group.
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden

    PvE:
    Cinan Tharn an Imperial Dragonknight
    Bates Vesuius of Dawnstar an Imperial Dragonknight
    Herzog Zwei the Genesis an Akavari* Templar
    Tav'i at-Shinji a Redguard** Warden
    Lucky Hunch the Gambler - a Redguard Nightblade

    Leveling...
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    Voa a Priest of Sep a Redguard* Necromancer
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion

  • HankTwo
    HankTwo
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    dazee wrote: »
    I hope this awful change is pvp only. if it affects PVE. most healers are gonna start playing dps instead.

    1) Its PvP only
    2) How would this affect PvE? You are grouped by default in dungeons, trials trials and 4 man arenas
    PC EU
    Stam DK, Magden, Magplar, Stamcro, Hybrid Sorc, Magblade & Mag DK
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